Factorio Weekly Question Thread |
- Weekly Question Thread
- Is it worth playing with Biters
- Presenting the Tileable Assembler of Common Objects system. It's a modular, extendable mall with a standard I/O system for ease of use.
- Basic Train Question: Where do I put signals on this network to stop the trains smashing into each other?
- Save/load menu, will it be reworked or can it be modded?
- How to kill big biters?
- PermaDeath 11 - So close, So close
- [Krastorio] Is my math wrong, or does converting coal into coke in a multifunctio furnace increase the fuel value?
- Don't hate me, I just don't see the point
- Maybe dumb question regarding multiplayer
- Unmatching Pollution Values?
- Map settings
- 100% achievements speedrun by Nefrums is now live
- A (Probably) Overly-Complicated 4-way 4-lane Rail Intersection
- Help with the Factorio Planner
- Built my first Single Player (slightly modded) Rocket!
- Bob/Angels designs
- Progressing into more complex LTN / Circuit Activity.
Posted: 21 Oct 2019 11:04 AM PDT Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
Discord server (and IRC) Find more in the sidebar [link] [comments] | ||
Is it worth playing with Biters Posted: 22 Oct 2019 04:12 AM PDT For reference I just bought the game 2 days ago and have made it up to the blue science kit. I left my refinery and then came back and half of it was destroyed. Now resources aren't an issue but it was a pain having to build everything and place where it should be. Furthermore I've now realised I have to pay greater detail to defences and I'm not sure if that's as fun as automating my factory. So a question for the more experienced players do you think the biters add a dynamic to the game that I have yet to realise? [link] [comments] | ||
Posted: 21 Oct 2019 06:47 PM PDT
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Posted: 21 Oct 2019 12:45 PM PDT
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Save/load menu, will it be reworked or can it be modded? Posted: 22 Oct 2019 04:43 AM PDT I have a few issues with the save/load screen: There is no way to sort by activity (most recent save). It would be nice if there was a structure, the game create a folder when you start a new game, now all your new saves will be in this new folder for easy access. Sorting by playtime with some icons representing the point in game (e.g. rocket launched/robot researched). For modders, i would like to know if it could be modded to add what i would want or if there is no way to alter this kind of UI. [link] [comments] | ||
Posted: 22 Oct 2019 08:11 AM PDT Normal gun turrets do almost nothing to them. Lasers take too long to kill them. Flame turrets seem to be the only thing to be able to deal with them. I'm on my first deathworld and the only way I can deal with their bases is slowly making a flame turret line with walls extending from my line of oil pipes and constantly repairing them until the bases are dead. Any other ideas?? [link] [comments] | ||
PermaDeath 11 - So close, So close Posted: 21 Oct 2019 02:44 PM PDT
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Posted: 22 Oct 2019 08:45 AM PDT 30 coal = 30x5 = 150MJ 18 coke = 18x10 = 180MJ Furnace energy consumed = 9x0.35 = 3.15MJ About 25 MJ fuel gained, in addition to the much needed resource for Iron beam and steel and being a denser energy source. [link] [comments] | ||
Don't hate me, I just don't see the point Posted: 21 Oct 2019 01:31 PM PDT Before I start this, please minimize the hate! It's my own opinion. I am having a hard time understanding why everyone can do this. I mean, some of you have proper stable jobs that require 8 or more hours a day at dedication. Most the time, you guys wake up in the morning, play factorio, go to work, and then play factorio; hell, some of yall play factorio at work. My question is to all you factorio players, how do you manage your life with factorio always being stuck in your mind? At this point, I think I'm just gonna go play some more factorio. I don't see the point in working if this game is so good and you must help the factory grow... [link] [comments] | ||
Maybe dumb question regarding multiplayer Posted: 22 Oct 2019 02:28 AM PDT Hey people, A Friend and I try to play together, at first it worked perfect, but after I moved he can't connect any more, a other friend can without any problem, So my question is does anyone has any idea what's wrong or even how to fix it ? Sorry for my bad English not native speaker, And thanks for all answers already [link] [comments] | ||
Posted: 21 Oct 2019 03:08 PM PDT
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Posted: 22 Oct 2019 05:36 AM PDT Is there a set of settings that will allow the ore patches to get larger and more spread apart the further away the player gets from their starting position? Rail world is what I want end game, but I'd like closer to the default settings for starting out. [link] [comments] | ||
100% achievements speedrun by Nefrums is now live Posted: 22 Oct 2019 08:48 AM PDT
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A (Probably) Overly-Complicated 4-way 4-lane Rail Intersection Posted: 21 Oct 2019 06:15 PM PDT
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Help with the Factorio Planner Posted: 22 Oct 2019 08:24 AM PDT
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Built my first Single Player (slightly modded) Rocket! Posted: 21 Oct 2019 10:28 PM PDT
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Posted: 22 Oct 2019 05:37 AM PDT Hi guys I'm new to reddit but I've been playing Bob + angels for quite a while and I have some interesting designs I'd like to share. But I don't know where or how :/ [link] [comments] | ||
Progressing into more complex LTN / Circuit Activity. Posted: 21 Oct 2019 07:46 PM PDT Hello Factorians, Engineers, and all alike. I've recently been giving myself odd senses of confidence by tackling things I would've normally put off 'cause low self-esteem me would find them daunting, but I took a huge leap the other day. I've been trying to plan out my ideal base that I would be able to follow into any game I played, and once I gained an understanding around this, I would try other methods of playing as well. Currently, I'm trying to tackle making a full robot / beltless base. This is a test map that I am preparing. This playthrough uses several mods, most notably BobAngels. (I also have some angels extended mods that I contemplate whether or not I need to use them). My design started with these "Cityblocks" I've seen others build. I looked up a few designs and eventually decided to make my own design using elements I learned from others. (Thank you JonnyNof, Xantaxia, etc. For inspiration.) >! https://imgur.com/a/cqHRSV0 !< I've included a picture of mapview, showing the design in it's preferred but imperfect state, and the console that LTN spits to me. The general idea is, that the Base is fully modular and expandable, and each block has its own logistic network with 250 bots. Later designs will include 50 construction blocks for perimeter blocks to repair walls against biters. You expand the block when you're ready to add a section. In this example playthrough, once you finish your starter base your first block can consist of anything, ideally processing for basic materials which can provide to other blocks. An example I was thinking of is the first block consist of items that only require Iron Plates. Trains would bring in the iron plates, and load up and leave with any materials made required at other locations, e.x. a second block making secondary materials that may require gears, iron sticks, etc. Each time I solved a problem, a new one introduced itself. The LTN Depot also is where the trains refuel. and although I wanted to make it grid-based, the 3-spaced train layout wouldn't allow, so I accepted it wouldn't be grid aligned, but still be symmetrical in the actual cityblock layout. I am very new to LTN, and as of writing this post, I currently know how to request and provide to locations and just barely know how to set up arithmetic combinators to limit input / output. Now, I decided to use miniloaders to unload my trains into active chests, then i chose to load them into Angel's Warehouses, reason being that the miniloaders can be connected to wires as well and can directly interact with train wagons, but I think this is what is hindering me from correctly loading a train with multiple items, without having to filter it myself (as ltn would probably send that train somewhere else) I read somewhere that if an LTN station requests more than one item, it will automatically split the request in the train wagon and deliver the appropriate materials. This is where I am stuck. I still need a way to "talk to" the requester station as currently I have Buffer Silos that requests from the network to provide to the trains, but can't figure out how to tell LTN to, hypothetically speaking, put 1000 iron plates, 1000 copper plates, 500 concrete, etc to provide to a location that would need all those items. I believe I could do this with the Arithmetic Combinator, but I do not have the express knowledge of how that would work, and to add insult to injury, currently the stations are set up to allow one train, and to request 1000 of whatever that specific network block needs to operate (e.x, LTN having a train deliver iron ore to a crushing facility). I also have the issue of either not having enough per wagon (which I plan to fix by upgrading the trains to 1 - 4 - 1) or by having LTN allow more than one car to sit in wait at the station. Also, due to over / under filling, I had to turn off the 2sec activity pause (but with loaders this works in my favor if it's just one item, but not if it's multiple items). Though I wasn't too keen on re-doing the stations to allow more trains as currently each block has two inputs and two outputs. I was pretty proud overall of the design and commitment I put into the build, and would love to learn more and get over theses hurdles, and possibly learn the most efficient way to load / unload cargo wagons at the stations and overall have a harmonious base of singing trains and robots. Overall, I'd also like to know how you feel about the design, and if you think it is efficient or not. (Originally, I set up "perfect ratios" for angels fluids using barrels, but decided I'd rather have a request be filled and stay full over time (hence the large silos) and have the need to upgrade once said resource has demand over supply) Thank you for your assistance, and thank you for taking the time to read this confusing mess. P.S. Enjoy this signaling layout I made by staring at a reference post (thank you again Xantaxia) for 30 minutes. I used to get all four block colors, but when blueprinted they match up. Not sure why that happens. https://imgur.com/a/ogtjTzg The block design originally was based off of two-space train width, which would've been fine, but I read somewhere that three spaces was the optimal length and (as you can see from the design) I kind of wanted this to be "good" the first time, save for the hours I've spent sprucing up the little mistakes or changes made to it. The intersection originally was straight and diagnonal passes (will post pictures later) then upgraded to a reversed version of what it is today. I spun it the first time cause that direction allowed better train flow from inside the junction itself, where the train didn't need to make an unnecessary curvature costing roughly 2 extra seconds of travel, then I redid it to accommodate the three-wide train spacing. P.P.S. Here's a string to the blueprint for the cityblock I currently use and I updated the stations to have circuit access. You will need Bobs for the Roboport Extensions and a mod called Inlaid Lamps for the lights I used. This is an untiled version. Here are some photos that show the range and an optional placement of the range extenders. String: https://pastebin.com/BrcC3R2b Bob's Mods: https://mods.factorio.com/user/Bobingabout Inlaid Lamps: https://mods.factorio.com/mod/InlaidLampsExtended Inlaid Lamps (Original 0.16 Ver): https://mods.factorio.com/mod/InlaidLamps Imgur Album showing the blueprint: https://imgur.com/a/ly2eizR [link] [comments] |
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